Will-o’-Wisp [1/2]Undead · CR 2
Will-o’-Wisp [1/2]Tiny Undead, Chaotic Evil
STR-51
DEX+928
CON+010
INT+113
WIS+214
CHA+011
AC19
HP27
CR2
SPD5 ft., Fly 50 ft. (hover)

TRAITS

EphemeralThe wisp can’t wear or carry anything.

IlluminationThe wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

Incorporeal MovementThe wisp can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage

Will-o’-Wisp [2/2]Undead · CR 2
Will-o’-Wisp [2/2]Tiny Undead, Chaotic Evil

TRAITS (cont.)

Incorporeal Movement (cont.)if it ends its turn inside an object.

ACTIONS

ShockMelee Attack Roll: +4, reach 5 ft. Hit: 11 (2d8 + 2) Lightning damage.

BONUS ACTIONS

Consume LifeConstitution Saving Throw: DC 10, one living creature the wisp can see within 5 feet that has 0 Hit Points. Failure: The target dies, and the wisp regains 10 (3d6) Hit Points.

VanishThe wisp and its light have the Invisible condition until the wisp’s Concentration ends on this effect, which ends early immediately after the wisp makes an attack roll or uses Consume Life.

Will-o’-Wisp [1/3]Tiny Undead, Chaotic Evil
CR2
19Armor Class
27Hit Points
5 ft., Fly 50 ft. (hover)Speed
STR1-5
DEX28+9
CON10+0
INT13+1
WIS14+2
CHA11+0

Initiative. +9

Senses. Darkvision 120 ft.; Passive Perception 12

Resistances. Acid, Bludgeoning, Cold, Fire, Necrotic, Piercing, Slashing

Immunities. Lightning, Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Languages. Common plus one other language

Traits

Ephemeral. The wisp can’t wear or carry anything.

Illumination. The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Undead
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Will-o’-Wisp [2/3]Tiny Undead, Chaotic Evil
CR2
19Armor Class
27Hit Points
5 ft., Fly 50 ft. (hover)Speed
STR1-5
DEX28+9
CON10+0
INT13+1
WIS14+2
CHA11+0

Traits (cont.)

Incorporeal Movement. The wisp can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.

Actions

Shock. Melee Attack Roll: +4, reach 5 ft. Hit: 11 (2d8 + 2) Lightning damage.

Bonus Actions

Consume Life. Constitution Saving Throw: DC 10, one living creature the wisp can see within 5 feet that has 0 Hit Points. Failure: The target dies, and the wisp regains 10 (3d6) Hit Points.

Vanish. The wisp and its light have the Invisible condition until the wisp’s Concentration ends on this effect, which ends early

SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Undead
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Will-o’-Wisp [3/3]Tiny Undead, Chaotic Evil
CR2
19Armor Class
27Hit Points
5 ft., Fly 50 ft. (hover)Speed
STR1-5
DEX28+9
CON10+0
INT13+1
WIS14+2
CHA11+0

Bonus Actions (cont.)

immediately after the wisp makes an attack roll or uses Consume Life.

SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Undead
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com

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Will-o’-Wisp — printable monster card

Tiny Undead, Chaotic Evil

  • CR 2
  • Undead
  • Tiny

Full stat block

Armor Class
19
Hit Points
27
Initiative
+9
Speed
5 ft., Fly 50 ft. (hover)
Senses
Darkvision 120 ft.; Passive Perception 12
Resistances
Acid, Bludgeoning, Cold, Fire, Necrotic, Piercing, Slashing
Immunities
Lightning, Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Languages
Common plus one other language
Challenge Rating
2 (450 XP)
Proficiency bonus
+2
Ability scores
STR DEX CON INT WIS CHA
1 -5 28 +9 10 +0 13 +1 14 +2 11 +0

Traits

Ephemeral. The wisp can’t wear or carry anything.

Illumination. The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

Incorporeal Movement. The wisp can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.

Actions

Shock. Melee Attack Roll: +4, reach 5 ft. Hit: 11 (2d8 + 2) Lightning damage.

Bonus Actions

Consume Life. Constitution Saving Throw: DC 10, one living creature the wisp can see within 5 feet that has 0 Hit Points. Failure: The target dies, and the wisp regains 10 (3d6) Hit Points.

Vanish. The wisp and its light have the Invisible condition until the wisp’s Concentration ends on this effect, which ends early immediately after the wisp makes an attack roll or uses Consume Life.

See also